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PeterWeller posted:I liked the monstrous compendium and adding new sheets to my binder. Silhouette posted:Dungeoneer's/Wilderness Survival Guides. Lots of stuff to make the usually skimmed over drudgery into mini-adventures for tempo changes. Hunting/gathering rules and charts, environmental hazards discussed and charted, etc... As long as you have to houserule as needed to avoid pointless story-destroying deaths and it can add a lot of flavor to travelling. If you try and implement everything in the WSG all the time an entire gaming session will amount to "walking across the meadow". (OTOH that meadow will be the most meadow ever.) AlphaDog posted:the game is far better in sandbox mode than in story mode. Silhouette posted:2E books are dirt cheap, though
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# ¿ May 12, 2013 02:35 |
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# ¿ May 16, 2024 12:18 |
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Ravendas posted:I've been running a 2e game for awhile, and like to write my own c++ programs to help come up with content. They're all console based, and print to the console and a text file for easily putting into campaign notes.
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# ¿ May 25, 2013 09:46 |
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Payndz posted:Per Mirthless's suggestion in the Wizard King thread, I've added a rule to TAAC that allows a CON save for PCs (and key NPCs) who are reduced to 0HP, rather than the previous "splat, dead" lethality of B/X. I'll update the PDF at some point, as I made a bunch of other little changes too. 0 = unconscious -10 = last breath All negative numbers "bleed" 1pt/rnd con save ea round to avoid losing the point healing kit/skill/potion/spell set recipient to 0 THEN add points That gives a potential 10 rounds (1 turn) to save someone. If something slaps you below -10 then you deserved your heroic ooze/dinosaur/falling/creepingdoom fate.
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# ¿ Jun 26, 2013 04:51 |
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Winson_Paine posted:Horror on the Hill (B5) is like my all time favorite D&D module. It really holds up pretty well, even today, which is not something I can say about many TSR modules really. edit: you know what gently caress it. I have a group that is in a suspended game around level 4. Maybe Ill re-write some of the A stuff to make it work for the next phase.
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# ¿ Jul 4, 2013 06:51 |
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Payndz posted:Monks were always a weird class to me; I'm British, and as such have a very clear idea of what a monk is, so when I first encountered them in the 1e PHB I couldn't understand why Friar Tuck was able to kick so much rear end.
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# ¿ Jul 5, 2013 10:53 |
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Lexx was brilliance hiding under a veneer of fake-stupid.
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# ¿ Jun 20, 2014 06:57 |
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Or do pure fighter, abuse the weapon specialization expansion and be a loud murder machine. edit - nevermind I guess youve got a fighter and a ranger so make that a maybe depending on how you guys play
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# ¿ Jun 22, 2014 04:52 |
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Angrymog posted:The real problem is that there's a good chance that your half-elf Druid/Mage is only ever getting to level 9 druid and 12 mage Crazyweasel posted:I was also thinking of something to try and help with the healing(Our cleric is more of a Dwarf battle priest type).
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# ¿ Jun 22, 2014 23:53 |
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OneThousandMonkeys posted:Level caps were definitely the thing that was always house-ruled out of every 2E game I ever played. "700 year old Elven High Mage, still less dangerous than a 25 year old human wizards temper tantrum." And everyone wonders why the humans take over everything
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# ¿ Jun 23, 2014 01:15 |
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Crazyweasel posted:Our DM is allowing all kits but Psionics, and our gameplay is probably 70% dungeon crawling and 30% RP, maybe even more dungeon crawling. Our cleric got busted for never really praying to his priest or calling his name (He was actually pronouncing his Gods name wrong and was wondering why his heals weren't as effective). My Paladin had a mentor and no God but was starting to commit to Lathander (He led him to a Holy Avenger in Ravenloft ) We are in Faerun, tying in Zhentarim heavy plot with a stint in Ravenloft as well as some interaction with a group called the Circle of Iron and a gateway called the Arch of Archimedes (Not sure if this is from a book or a unique build) Or theres the full-elf fighter-cleric route worshiping Corellon. (FR - Demihuman Deities) Use the elven archer kit (Fighter book) and rain death down while passing around heal-juice cocktails to your buddies. (Plus both of those are easy to RP, theres tons of story/hooks/fluff on them.)
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# ¿ Jun 23, 2014 02:41 |
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OtspIII posted:like putting two factions at war with each other and deciding that both will probably try to get the PCs to help them tip the odds. Just don't put too much effort into writing the backstory on any one element, since you never know which ones the PCs will get really into and which they'll completely bypass NPC groups have motivations/goals and their own enemies. Knowing the physical context of an area will automatically fill in a lot of blanks in how you think about it as you build and then describe it.
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# ¿ Jun 27, 2014 11:39 |
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Getsuya posted:Thanks for the advice. I'll look into the 2e stuff once I can get my hands on it. Like if someone wants to have an affinity for nature start them as a Bard and then create a kit that gives them some Druid or Ranger abilities. Same for a mystic/priest minded character with some bonus access to Clerical magic. Etc...
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# ¿ Jul 2, 2014 09:57 |
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CountingWizard posted:Looking back at the differences now, skills took away much of player agency and turned it into progress quest. edit: Youre thinking of 3e maybe. The worst e.
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# ¿ Aug 22, 2014 01:14 |
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CountingWizard posted:I grew up with 2e and later, and it's the main reason I never felt compelled to play with other people. I mean who wants to spend 6 hours role playing boring story filler crap. Looking back at the differences now, skills took away a lot of player agency and turned it into progress quest.
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# ¿ Aug 22, 2014 05:07 |
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Strength of Many posted:Question from someone who's only briefly played AD&D, how often do your games ever use the Complete Handbooks? Specifically the Fighter one. I'm curious to see if combat maneuvers and the like were an actual staple of the Fighter and their ilk or if its a fever dream. Zombies' Downfall posted:The splats for 2E, even the Complete books which were ostensibly a series, also weren't created equal in terms of quality or mechanics. Comparing the kits from Complete Thief and Complete Bard is absurd; the majority of the former either do nothing or give you a +2 reaction roll bonus or penalty, while the latter are basically fully-blown subclasses with unique abilities that still give me ideas for Bard characters and NPCs in modern iterations of the game.
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# ¿ Aug 24, 2014 22:28 |
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Halloween Jack posted:I think there was some kind of forums glitch, because I also posted a follow-up reply which disappeared. To repeat it in brief: The ridiculous skill/number bloat was another mess that came in with 3e. "How much better is a +51 than a +46???"
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# ¿ Aug 25, 2014 06:57 |
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Silhouette posted:This is just a reminder that Advanced Dungeons & Dragons, 2nd Edition is still King poo poo of fantasy RPG mountain and you should all be playing it.
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# ¿ Oct 3, 2014 21:01 |
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Humbug Scoolbus posted:Ghetto Fighter is Short Shaft?
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# ¿ Oct 4, 2014 03:50 |
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gradenko_2000 posted:Magic-Users able to store extra level 1 spells in their staves and simplifying most rolls to d6's. The one I remember best was the junior wiz was aided by his mentor in making a final gift staff (~story stuff~) and in the end it could store two spells that were fixed by type, but rechargable at the same rate as memorization. (He was a new player and chose shield and magic missile because (~obvious reasons~). I was using the "It takes 15 minutes to memorize a spell per spell level" gimmick so its easy for a low level mage to regain their juice after a fight, but a pain in the rear end for a high level one that is wasteful. (So 3 first level spells for the 2staff+1memorized = 45 mins. One 4th level spell = 60 mins. Etc..)
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# ¿ Oct 7, 2014 01:30 |
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gradenko_2000 posted:Yes, that's it - what was the basis for it. Averaging them all out or just taking the save vs spells category was what came to mind intuitively, but I haven't really dug deep enough into how the saves are/were assigned in the first place to know if that'd come out the same.
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# ¿ Oct 7, 2014 07:20 |
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OtspIII posted:That said, 'party of a given level' is super hard to balance for. A party where everyone is at half HP and has used half their spells is (kind of, close enough) basically at the same power level as a party half their level.
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# ¿ Oct 21, 2014 10:02 |
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Power Ambient posted:Hi friends, I'm looking to introduce some never-played-before pals to AD&D 2E (the one I played in jr. high) and I'm trying to do some basic dungeon crawls, but I'm wondering if there are any that you folks have made or something that's like a package of crawls to start out with? Something super easy to get absolute newbies accustomed to playing? Any help appreciated. Thank! Change the hooks to fit your players preferred things. One lame module became a series of entertaining things and a half dozen hooks.
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# ¿ Dec 16, 2014 02:24 |
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Power Ambient posted:Thanks to everyone for the responses, but thanks for this because it got me searching into AD&D modules for low level characters. The Keep on the Borderlands is, it seems, the "7th Greatest Adventure" according to the List of AD&D modules wiki page, so I went and got that from Ebay. I also downloaded the One Page Dungeon PDFs from the last three years. I'm sure I'll be back after I read through this material, so thanks! I did read the OP and printed out the "Building a Fantasy Sandbox" but it's slightly more involved than I'd like to get right now, as fun as it looks.
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# ¿ Dec 17, 2014 02:06 |
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gradenko_2000 posted:This is a rough draft of some ideas I'd been bouncing around in my head for giving OSR Magic-Users some 4E-style at-will and encounter powers. It came about because as I was rolling up a random dungeon using the B/X tables, it occurred to me that a level 1 MU might find this place deeply unsatisfying because he'd just be hurling rocks after his one spell (not exactly a huge revelation, I know).
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# ¿ Dec 19, 2014 03:16 |
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gradenko_2000 posted:The problem I'm seeing is that of scaling: if a spell targets AC, a Magic-User is going to be +2 attack behind a Fighter by Name level, and +6 attack behind a Fighter by level 20. Granted, 10% less chance to hit by the point where most campaigns peter out maybe isn't that bad a deal. gradenko_2000 posted:Also, if the distance or targeting definition in the spells seems rather vague, I did intentionally write it that way with a mind towards an abstract [Ranged > Melee Scrum < Ranged] behavior.
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# ¿ Dec 19, 2014 03:20 |
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OtspIII posted:giving people way more liberties when it comes to little cool flourishes that don't really change game mechanics. Letting people who want to play wizards the ability to throw little darts of magic instead of daggers really does up certain types of new players' fun, while not really having much of a downside.
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# ¿ Dec 19, 2014 23:51 |
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Kemper Boyd posted:The RC is probably the best D&D thing ever. For one, it's one book for all your needs, even the ones you don't have because let's face it, no one ever even tried out that Immortals garbage.
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# ¿ Dec 19, 2014 23:57 |
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ascendance posted:I just don't like racial classes. I don't. It annoys me on some level.
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# ¿ Dec 20, 2014 02:11 |
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PeterWeller posted:RC has rules to convert all your AD&D stuff.
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# ¿ Dec 20, 2014 02:25 |
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Babylon Astronaut posted:I like racial classes. Picking a race based on synergy with your class sucks, wanting to play a race that sucks at your class sucks, and you can still call yourself whatever you want.
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# ¿ Dec 20, 2014 03:58 |
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DalaranJ posted:your character can be a human 'elf', but I assure you that they studied very hard in order to learn infravision.
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# ¿ Dec 20, 2014 12:53 |
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Evil Mastermind posted:If I was going to make a BD&D retroclone, I'd keep the base four classes, but change them for each race. So humans would be the "standard" fighter/cleric/magic-user/thief, but for the dwarf the classes would become something like tunnel fighter/stonespeaker/runecarver/mechanist, and they'd be different from the "standard" class. I like having easy-picks available, but would still want to let players branch out on the ideas if they wanted to.
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# ¿ Dec 20, 2014 21:14 |
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DalaranJ posted:This hasn't gotten an answer from anybody yet, and I'm going to give a bad answer. Oh theres a pdf now. : http://rpg.drivethrustuff.com/product/16933/DMGR9-Of-Ships-and-the-Sea-2e?it=1 quote:As its title almost suggests, DMGR9: Of Ships and the Sea covers two related topics: nautical adventuring and underwater adventuring. (Perhaps it should have been called "Of Ships and the Undersea" for clarity.) I have "The Sea Devils" and the U series. Those are all entertaining. I have the FR Sea of Fallen Stars stuff and remember it had nautical-type rules in it, but cant recall any details. http://www.amazon.com/Devils-Advanced-Dungeons-Dragons-Edition/dp/078690643X http://www.amazon.com/FALLEN-STARS-Advanced-Dungeons-Dragons/dp/0786913932 http://www.amazon.com/Pirates-Fallen-Fantasy-Roleplaying-Forgotten/dp/1560763205 ... and if youre rich, grab a "new" copy of this! http://www.amazon.com/Advanced-Dungeons-Dragons-Adventure-Character/dp/0880380284/ (For underwater adventures, not boats.)
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# ¿ Dec 21, 2014 19:05 |
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Moriatti posted:Hey, are there any neutral good outsiders with wish in 2e? We want to make one of our party a Dragon forever.
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# ¿ Dec 21, 2014 19:06 |
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It been sooooo many years I am not sure, but I think the A series (Slaves...) had some ship/boat stuff in it as well?
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# ¿ Dec 21, 2014 19:12 |
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Bob Quixote posted:Though as you said, player survivability is an issue at low levels and no one likes the idea of being one-shotted by a Kobold about 5% of the time.
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# ¿ Dec 24, 2014 03:14 |
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hectorgrey posted:Honestly, I really hate that idea. NPCs may lie to the players all the time. The GM shouldn't - and if that means a PC goes down, the PC goes down. Adventuring is dangerous, and they aren't heroes until they earn it. If they've already earned it, they shouldn't be level 1... Players die from player decisions. Not coin tosses. (I am exaggerating to make the point.) I also think players should die more from attrition (valiantly fighting there way along, making decisions and ect) than SURPRISE YOURE DEAD! ... and thats what you get at bottom levels against criticals.
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# ¿ Dec 24, 2014 04:42 |
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Theres always crit = take another swing. Or you could just bluntly announce that only PCs and named/leveled NPCs get critical hits? Or only intelligent weapon-users. Or whatever. Then theres no "Oh poo poo that calico cat scratched you for LETHAL DAMAGE" things... and the players are aware from the beginning. FRINGE fucked around with this message at 05:58 on Dec 24, 2014 |
# ¿ Dec 24, 2014 05:54 |
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AlphaDog posted:Speaking here from the perspective of BECMI's Basic set: Do it strictly by the books, but first generate a big (like ~20) pile of spare characters on premade sheets. Place those sheets face down on the table. If a PC dies, they take the next sheet in the pile (or take the top 2 and choose one and place the other back on the bottom), and arrive on scene in 1d4 rounds (ie, probably during the current fight, if there's a current fight).
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# ¿ Dec 24, 2014 14:30 |
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# ¿ May 16, 2024 12:18 |
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AlphaDog posted:I'd fix this problem by not calling for initiative or attack rolls when a cat scratches someone or in any other situation where it would be silly or uninteresting to do a combat.
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# ¿ Dec 24, 2014 16:40 |